Map Error

Hi, I recently made a Map and it worked out All great and so on but then i decided to make v2 of it and all i did was pretty much make a Kitchen bigger and move some props around and then Move the Houses abit, Now suddently when im trying to load the map it Stops on “Loading resources” and In hl2dm It says “source engine error” but in any other game i try it in it says “Memory Could not be Read”

I have compiled it thousands of times but yet it crashes, Help please?

[editline]12:34PM[/editline]

Im A noob At mapping yes and im very dumb but all help would be appreciated

http://www.interlopers.net/errors/ paste you compiler log there and see what happens.

Or he could just paste it here and we could read it, alot faster that way.

Here’s The log:
** Executing…
** Command: “c:\program\steam\steamapps\acc\sourcesdk\bin\ep1\bin\vbsp.exe”
** Parameters: -game “c:\program\steam\steamapps\acc\half-life 2 deathmatch\hl2mp” “C:\Program\Steam\steamapps\acc\sourcesdk_content\hl2mp\mapsrc\A_TrainingFacility2”

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: c:\program\steam\steamapps\svensson_113\half-life 2 deathmatch\hl2mp\materials
Loading C:\Program\Steam\steamapps\acc\sourcesdk_content\hl2mp\mapsrc\A_TrainingFacility2.vmf
fixing up env_cubemap materials on brush sides…
ProcessBlock_Thread: 0…1…2…3…4…5…6…7…8…9…10 (0)
**** leaked ****
Entity prop_physics (1255.00 -7600.17 89.55) leaked!

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (6144.0, 3584.0, 495.5)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (5632.0, 4096.0, 495.5)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (4608.0, 4096.0, 495.5)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (5534.0, 2048.0, -1184.6)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (6046.0, 2048.0, -1184.6)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (5534.0, 2048.0, 1743.9)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (6046.0, 2048.0, 1743.9)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (6144.0, 2560.0, 495.5)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

*** Suppressing further FindPortalSide errors… ***
Processing areas…done (0)
Building Faces…done (0)
Chop Details…done (0)
Find Visible Detail Sides…done (0)
Merging details…done (0)
FixTjuncs…
PruneNodes…
WriteBSP…
done (1)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_09*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable “$hdrbasetexture” for material “skybox/sky_day01_09rt”
Can’t load skybox file skybox/sky_day01_09 to build the default cubemap!
Finding displacement neighbors…
Finding lightmap sample positions…
Displacement Alpha : 0…1…2…3…4…5…6…7…8…9…10
Building Physics collision data…
done (0) (324930 bytes)
Error! prop_static using model “models/props_c17/lockers001a.mdl”, which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model “models/props_c17/lockers001a.mdl”!
Error! prop_static using model “models/props_wasteland/kitchen_counter001a.mdl”, which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model “models/props_wasteland/kitchen_counter001a.mdl”!
Error! prop_static using model “models/props_wasteland/kitchen_shelf001a.mdl”, which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model “models/props_wasteland/kitchen_shelf001a.mdl”!
Placing detail props : 0…1…2…3…4…5…6…7…8…9…10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables…
Reduced 1248 texinfos to 950
Reduced 69 texdatas to 66 (1593 bytes to 1424)
Writing C:\Program\Steam\steamapps\acc\sourcesdk_content\hl2mp\mapsrc\A_TrainingFacility2.bsp
5 seconds elapsed

** Executing…
** Command: “c:\program\steam\steamapps\acc\sourcesdk\bin\ep1\bin\vvis.exe”
** Parameters: -game “c:\program\steam\steamapps\acc\half-life 2 deathmatch\hl2mp” “C:\Program\Steam\steamapps\acc\sourcesdk_content\hl2mp\mapsrc\A_TrainingFacility2”

Valve Software - vvis.exe (Nov 8 2007)
2 threads
reading c:\program\steam\steamapps\acc\sourcesdk_content\hl2mp\mapsrc\A_TrainingFacility2.bsp
reading c:\program\steam\steamapps\acc\sourcesdk_content\hl2mp\mapsrc\A_TrainingFacility2.prt
LoadPortals: couldn’t read c:\program\steam\steamapps\acc\sourcesdk_content\hl2mp\mapsrc\A_TrainingFacility2.prt

** Executing…
** Command: “c:\program\steam\steamapps\svensson_113\sourcesdk\bin\ep1\bin\vrad.exe”
** Parameters: -game “c:\program\steam\steamapps\acc\half-life 2 deathmatch\hl2mp” “C:\Program\Steam\steamapps\acc\sourcesdk_content\hl2mp\mapsrc\A_TrainingFacility2”

Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
2 threads
[Reading texlights from ‘lights.rad’]
[45 texlights parsed from ‘lights.rad’]

Loading c:\program\steam\steamapps\acc\sourcesdk_content\hl2mp\mapsrc\A_TrainingFacility2.bsp
No vis information, direct lighting only.
10951 faces
5780027 square feet [832323968.00 square inches]
2 displacements
144778 square feet [20848040.00 square inches]
85 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (188)
Build Patch/Sample Hash Table(s)…Done<10.5785 sec>
FinalLightFace: 0…1…2…3…4…5…6…7…8…9…10 (4)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0…1…2…3…4…5…6…7…8…9…10
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 92/1024 4416/49152 ( 9.0%)
brushes 595/8192 7140/98304 ( 7.3%)
brushsides 7024/65536 56192/524288 (10.7%)
planes 13346/65536 266920/1310720 (20.4%)
vertexes 15263/65536 183156/786432 (23.3%)
nodes 6516/65536 208512/2097152 ( 9.9%)
texinfos 950/12288 68400/884736 ( 7.7%)
texdata 66/2048 2112/65536 ( 3.2%)
dispinfos 2/0 352/0 ( 0.0%)
disp_verts 162/0 3240/0 ( 0.0%)
disp_tris 256/0 512/0 ( 0.0%)
disp_lmsamples 67512/0 67512/0 ( 0.0%)
faces 10951/65536 613256/3670016 (16.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 3840/65536 215040/3670016 ( 5.9%)
leaves 6609/65536 211488/2097152 (10.1%)
leaffaces 12102/65536 24204/131072 (18.5%)
leafbrushes 2689/65536 5378/131072 ( 4.1%)
areas 3/256 24/2048 ( 1.2%)
surfedges 69048/512000 276192/2048000 (13.5%)
edges 36491/256000 145964/1024000 (14.3%)
LDR worldlights 85/8192 7480/720896 ( 1.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 802/32768 8020/327680 ( 2.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 12357/65536 24714/131072 (18.9%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 14623736/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 108230/393216 (27.5%)
LDR leaf ambient 6609/65536 158616/1572864 (10.1%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/3840 ( 0.0%)
pakfile [variable] 21020/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 324930/4194304 ( 7.7%)
==== Total Win32 BSP file data space used: 17636758 bytes ====

Total triangle count: 30124
Writing c:\program\steam\steamapps\acc\sourcesdk_content\hl2mp\mapsrc\A_TrainingFacility2.bsp
3 minutes, 16 seconds elapsed

** Executing…
** Command: Copy File
** Parameters: “C:\Program\Steam\steamapps\acc\sourcesdk_content\hl2mp\mapsrc\A_TrainingFacility2.bsp” “c:\program\steam\steamapps\acc\half-life 2 deathmatch\hl2mp\maps\A_TrainingFacility2.bsp”

I really hope u can help me


**** leaked ****
Entity prop_physics (1255.00 -7600.17 89.55) leaked!

You have a leak, go to map > go to coordinates and type in 1255.00 -7600.17 89.55 and delete that entity, this may not solve the problem however, if it doesn’t just go to map > load pointfile and follow the red line.

NO. THAT IS NOT HOW YOU FIX LEAKS. JESUS CHRIST IS EVERYONE RETARDED?

Do Map->Load Pointfile. Follow the red line until you see a space where your map is exposed to the Void. Keep in mind transparent textures and displacements do not seal a map.

this. The only reason it references and entity is because it is the closest entity to the actual leak. If you put an entity closer to the leak, it would choose that. If you delete that entity, it will go to the next closest one.

You have lots of brushes with errors. Why are the cordinate brush ID not showed in the log?

after seeing how many errors there were the compiler said “fuck it” and just got lazy

I followed the Red line and found a prop_physics In the other side of the map where i dont got anything built… could it be it?

[editline]09:40AM[/editline]

Oh btw, as were in the map topic, How can i make my water Dirty? :stuck_out_tongue:

Heh…if you do that you just mask the problem. As a result you end up with no entities in the map, and still a leak. Unless the entity is outside the map itself.

yes, the red line should lead from a prop or other entity to the void, outside your map. Somewhere along this line, there is a hole that leads the inside of your map to the exterior void. You need to seal hole.

The leak often occurs at a corner point in the line.

Which is what I said to do already :downs:. Not to mention that the entity that it said in the log was the only thing leaking because it was outside of the the map anyways.

Deleting the entity is pretty much the worst way to deal with a leak. Also it isn’t the entity that leaks, it’s the gap between the void and the play area. The entity is simply the reference point for the leak. Unless your entity is completely out of the sealed area, which would be stupid. And you can’t know if it is or not because he hasn’t given pictures.

Except that in this case that single prop_physics was in the void, read the thread.

Actually, the interlopers.net thing is near instantaneous for me.

Yes, but telling him that that’s how he fixes the leak without first diagnosing the problem, is BAD.

That’s like a doctor saying you need brain surgery because your head hurts. Sure it might be cancer in which case brain surgery is right but it could just be a headache. Therefor, you need to KNOW all the facts (or as many as you can) before you give a recommendation.

The only time it is an entity causing a leak is when it is outside of your sealed area, or if it’s origin is outside of your sealed area.
otherwise, its the pointfile

You posted before that, your point is null, I win.